Focusing on the time periods after the invention of gunpowder. It will deliver 12 unique and challenging scenarios created by the development team at Firaxis as well as some esteemed members of the Civ Community. Civ IV: Beyond the Sword will also include ten new civilizations, sixteen new leaders, five new wonders, and a variety of new units that will offer even more fun and exciting ways for players to expand their civilization's power as they strive for world domination.

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This is my personal Modmod of Fall from Heaven II, which endeavors to be even more faithful to the original lore than the original was while also being more enjoyable to play. Its features take advantage of the added functionality of the latest version of Tholal's More Naval AI modmod, with Terken's and lfgr's patches.

The May 22 update is mostly bug fixes. The biggest fix is using lfgr's mnai-2.71-ubf1. The White Hand ritual is also changed so that it transforms Letum Frigus into the holy city city of New Mulyr, or takes over the existing White Hand Holy City to turn into New Mulyr if Letum Frigus does not exist. The Arawn death promotions now have numbers identifying their icons.

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The February 1 2109 version included a significant overhaul of the magic system. It introduces a new sphere of Death magic, renaming the old Death sphere Undeath. It adds Affinity promotions for arcane units to allow stronger versions of the spells in each sphere. It allows Graveyards to generate Sluaghs with random experience, levels, promotions, names and unit types. These can be used to empower undead summons, or resurrected en mass. Mercurians and Infernal can rob graves for Manes or Angels. Scavengers can steal weapons from the dead. The Death 1 spell can change ruins and barrows to Graveyards, and add Hallowed Ground to graveyards to protect them from the forces of hell. The Sidar now start with their patron Death mana. The Infernal Pact bonuses have been changed significantly.

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The February 1 2018 update is very minor, consisting mostly of bug fixes for the January 8 version. It also gives Bhall Orcs a new ability to sacrifice non-Orcish slaves to regain their attacking and casting abilities.

The January 8 2018 version is based on Tholal's More Naval AI v2.71, and is not free of some instabilities that modcomp introduced.

Most of the changes in this update relate to Demonic Pacts. The ritual of that name still triggers an event that lets the player summon a demon lord, but now both those lords and the player summoning them share a new "Pact with [Demon Lord's Name]" with various benefits, mostly improving Ashen Veil priests. These traits are lost of the demon lord avatar is defeated, or if the summoner abandons the Ashen Veil State religion, or if the summoner and demon lord ever go to war.

The ritual can also be used to resurrect dead demon lords.

The White Hand ritual gives its caster a similar Pact with Winter trait. This is lost when at war with Auric, but can be regained by the whole summoning team.

The Bound by the Compact promotion is now applied to a unit's summons. There is a new Banish spell, requiring Exorcist and the Righteousness tech, which grants that effect to demons and ejects them back to hell terrain or Ashen Veil territory.

Summon Imp can now only be cast in cities with a Mage Guild, by units without limited duration and with the Unholy Taint promotion. It no longer requires Extension I or a living caster.

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The October 31 2017 version is based on Tholal's More Naval AI v2.71, and is not free of some instabilities that modcomp introduced.

It changes the way that religious mana is handled, in order to avoid some AI issues caused by negative bonuses. Higher tier arcane units require less mana to get free spell spheres, and a units own religion effects the mana requirements too. Units created or upgraded on plots with mana sources get extra mana from that source.

It adds the Arcane Guards, an Amurite Royal Guard with Mage abilities without level prerequisites.

This version adds the Tower of Mortality Sidar replacement for the Tower of Necromancy. This kills all undead within the owner's borders, and applies Netherbind to units that die there, preventing immortals from being reborn or nay unit from returning as angels or manes. Mouseovers now inform players of spells being blocked by the Tower of Mortality, by the Sidar, or by the Overcouncil.

Sidar Archmages also gain the ability to summon Angels of Death.

The Council of Esus gains the Aphotic Throne temple building, which can only be built with the CoE State Religion or with Undercouncil Membership once the Enlight the Nightswatch resolution has passed.

Fellowship of the Leaves arcane and disciple units may purchase Druidic at level 3 if they have the Fol State religion. This lets them access Life, Nature, Earth, and Creation spells without Channeling prerequisites.

-------------The October 4th version is based on Tholal's More Naval AI v2.7Beta5 and Platyping's Worldbuilder v4.17b.

It introduces Whisperers, a new Council of Esus High Priest. They have 3 spells: Disrupt (which reduces culture and may flip a city's control), Trust (which boosts the owner's relation with other players), and Paranoia (which grants Paranoid promotion, a combination of Enraged and Hidden Nationality, to rival units nearby and causes diplomatic penalties between their owners.) Agents of Esus now have the standard Priest abilities, and may cast Embezzle (a spell to steal a city's revenue) in rival cities with Gambling Rings.

Shadowriders loose Shadow 1 &2 but gain the ability to move through mountains.

Shadowwalk reduces terrain movement costs.

Shadow 3 now grants Shadowwalk to summons instead of Hidden Nationality, and its Hidden Nationality spell is changed to an ability for others units on the tile to become HN rather than one spell that grants that promotion to all units in the stack.

Revelation now blinds Shadowriders and makes Vampires Paranoid.

Illian snow tiles have yields equivalent to Plains rather than grasslands.

All palaces (except the Infernal) now grant some food.

Every religion allows access to a special promotion.

Govannon requires Strength of Will, but spreads his teachings faster.

Wizards are stronger than mages.

Firebows start with Flaming Arrows, Resist Fire, and Channeling 2.

Arcane Barges have access to all adept spells and require Mage Guilds now.

I added a new unit called the Fire Ship, a cheap late game upgrade for all the early ships which explodes in combat and damaged adjacent units like Pyre Zombies too. They can be built using either Gunpowder or Fire mana.

I added a new unit called the Witch Hunter, available so far only through events and lair exploration, which is very strong against arcane unit and may target them. It has the Magic Resistance, Inquisitor, and Exorcist promotions. It is unavailable to Amurite or Sheaim players, rebellious against leaders with any of the mage-related traits, and also causes diplomatic penalties with those players. It uses the red Gods of Old Inquisitor graphics. (The Whisperer High priest unit uses black inquisitor art.)

The Circle of Gaelan final event may either give you 5 Witch Hunters or give all your mages the Heroic Strength 1 promotion.

I added a new bonus called Jeteye, based on the addictive drug which Kael revealed was canon in the Reddit forum. All he had written about it was that it was a highly addictive sedative drug which often causes vivid hallucinations, is administered by squirting the liquid into the eyes, and turns the whole eye black. (Also, Os-Gabella became an addict when he discovered the drug while searching for the Netherblade in Falamar and Rhoanna's capital city the Bay of Laurus in the Meditor Sea. That bit of background is now the Heron Throne pedia entry. The Bay of Laurus has been added to the list of Lanun city names) Although wasn't a huge fan of some of my later lore musings, he liked my initial idea of the background for the drug. It is thus derived from the ink of a certain cephalopod, and so closely associated with the Octopus Overlords and Hastur, Lord of Nightmares. I make this resource provide a production bonus for all units and buildings associated with the Overlords. It replaces Incense as the resource prereq for the Overlords High Priest unit. It causes some happiness but unhealthiness, a great deal of commerce, a bonus towards research, a penalty towards great person production, and a chance of mutation. It also causes a diplomatic penalty similar to death mana. The Overcouncil may ban it.

I gave Firebows channeling 2, but not channeling 1, which lets them get Extension 1 & 2 and makes them more useful once Govannon starts training them.

I made increased the base strength of Wizards and Govannon.

I changed how the Mirror of Heaven onMove python call works. It no longer grants a high priest. There is a text explaining what happens when it grants the Honor tech to someone with the Empyrean state religion but not the founding tech. It grants a free Lightbringer with the Eremite promotion on the tile. Any Empyrean unit gains Eremite when it enters the tile. Still only Nomad+Divine units may get that promotion while alone in ordinary deserts, but any Empyrean units may be Eremite on the Mirror of Heaven.

I made Shadowwalk retain the ability to use enemy roads while also making it reduce terrain movement costs.

I made the Shadow III promotion grant Shadowwalk as a summon perk instead of Hidden Nationality.

I changed the Hide Nationality Shadow III spell so that it no longer is cast by the unit with Shadow III to grant the HN promotion to all units in the stack, but instead allows other units on the same tile use the ability to become HN. This way the xml/C++ code is written means that the Shadow III unit itself can never use the ability.

I gave Runewyns Force 2, so they can cast as well as bypass Rings of Warding.

Temples of the Hand no longer require Ice mana to build, but are cheaper with it and more expensive with Nature or Fire mana. The per turn trigger now runs whenever the building is completed. That code also may trigger a revolt if the city owner is at war with Auric. New Mulyr runs similar code now.

I made the Snow terrain act like Plains instead of Grasslands for the Illians.

I made Citadels of Light be an Empyrean-only improvement rather than Malakim-only, and let them stop my improved Shadowriders.

I went ahead and gave Gargoyles not only an increased defensive strength but also the suggested paratrooper airdrop ability and the ability to move through peaks.

I decided to add a Vampire Slaying promotion, and to let Vampires with both the Ashen Veil unit and state religion to purchase Unholy Taint to gain access to more spell spheres. I let Vampires owned by players other than the Calabim cast Feast, but still only let the Calabim use the spell to gain the promotion.

I let units of the White Hand state and unit religion purchase Immune Cold, and those with Octopus Overlords purchase Water Walking with theology.

Units of the Children of the One religion automatically get Magic Resistance and Scourge, and may purchase Magic Immune.

---------The April 16 version is based on Tholal's More Naval AI v2.7Beta4 and Platyping's Worldbuilder v4.17b.

It extends WorldBuilder's Diplomacy screen to take into account Advanced Tactics/Diplomacy features like Right of Passage Agreements, Non-Aggression Pacts, and Planning War status. AI Autoplay through Worldbuilder has been fixed.

It adds two new wonders: The Museum of Maponos and the Crucible. The former costs gold but grants free Creation mana and improves settled great persons. The latter could mean the end of all magic.

It changes the free mana from the Grigori Palace and the Children of the One holy shrine.

It fixes a bug in the Call Blizzard spell.

It reduces the benefits of the Temple of the Hand.

It reduces the size of the army summoned by The White Hand, and improves Auric's withdrawal chance.

It changes Mobius Witches so that they have Unholy Taint instead of Channeling 2, letting them access mage level spells for only 9 "evil" spheres instead of all 21. They may upgrade to Eaters of Dreams or Ritualists.

Unholy Taint now only makes summons that are ordinarily Angels be Demons, leaving Elementals and the Undead unchanged. Summon Imp now requires both Unholy Taint and Entropy 1. The promotion no longer allows free upgrades or quite as much free xp gain. It does allow access to Death magic.

The Kuriotates researching Righteousness or Tebryn Arbandi researching Malevolent Designs will trigger an event letting them choose to gain a Dragon Fanatic, potentially letting them found the Cult of the Dragon if it is not yet founded.

Water Elementals are faster, can carry more ships as cargo, and can capture ships through the boarding promotion.

Rifts have a reduced cargo capacity and movement, but can escape back to the capital regardless of movement points remaining.

The February 1st update is is a gift to all of my fans for my birthday.

It incorporates Tholal's MNAI v 2.7 beta 3, as well as jrandrew's improvements to the unit upgrade chart.

My own changes mostly related to the White Hand religion. It gains two new trainable units, Frost Speakers and Hollow men. Frost Speakers are a basic disciple unit that can spread culture and the religion. Their art is basically a Priest of Winter without a staff, and with a darkened icon background to help distinguish them visually. They start with Resist Cold, are Vulnerable to Fire, and Courage, and can upgrade to Priests of Winter, Champions, and Hollow Men. Hollow Men are Undead Assassin units that cannot enter deserts but are very effective on cold terrains. They start with Snow Stealth (which is no longer given automatically to ass Illian marksman units), allowing the Whiteout ability that now grants Hidden Nationality as well as Hidden. They have new unique art based on my custom Illian/Drifa Dragon Fanatic art, but with the flag removed and the body made monochrome and transparent.

The Temple of the Hand's bonuses and effects have been adjusted. Fire and Nature mana now counteract the benefits of Ice mana, as well as the chances of terraforming. The various Rituals of Winter now extend the range of the terraforming effect. Founding New Mulyr causes snowfall too.

It also makes equipment units no longer hidden nationality, as that was stopping them from being generated in some situations. To prevent AI issues they are not bAlwaysHostile either, but there is an ability that lets players capture rival equipment that is not guarded by any other units of the same player.

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The October 27th update includes the latest version of MNAI and WorldBuilder.

It eliminates the use of the bAlwaysHostile tag, making all of those units Hidden Nationality instead, in order to prevent AI bugs.

Hidden Nationality units should no longer be able to capture empty rival cities without war.

Werewolves work somewhat differently. Lycanthropy can now also spread to a unit that kills a werewolf, in which case it would not change players. Ravenous werewolves start out rebellious. Duin is no longer a beast and so cannot be subdued, and has the ability to dominate other werewolves. Werewolf no longer prevents casting spells, although Ravenous Werewolves and spell units like Fireballs and Floating Eyes start with a new promotion that does.

The Lair Guardian promotion does not itself make a unit hidden nationality any more, although barbarian units with said promotion will become HN too.

The Life III promotion itself no longer makes a unit immortal, but purchasing that promotion grants the Immortal promotion too. If Immortal is lost but Life III is retained, Immortal may be randomly gained again too. The various Resurrection spells remove both Life III and Immortal.

The various Wyrmhold shrines now grant promotion perks.

A few more PyHelp tags have been improved

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The September 20th update fixes a few bugs and further expands the usage of PyHelp texts.

One of these tags will warn players if their ships' blockades would be futile due to a Smuggler's Port in a nearby city.

The Mercenary mechanic has been completely rewritten, so that instead of depending on an event it rely wholly on spells with PyHelp tags explaining their exact effects. The Guild of the Nine now allows mercenaries for everyone, and collects a quarter of the mercenaries' fees. The per turn fees charged by mercenaries are included in the gold rate displayed in the interface. Agents of Esus can bribe rival mercenaries to switch side for gold, and the hero Magnadine can convert them to your side for free.

This update includes my latest version of WorldBuilder, which most notably changes the page that lists units and cities so that the skip turn/kill commands can be applies to all units and cities in various categories rather than just all or one at a time. It also counts the number of cities or units eligible in each category.